Patch Notes Update April Update - Patch Notes

Wow! The Commodities Market screen came with a lot of understatement. To me the clear winner of this update so far! (y)
It's intuitive. I had no problems with it, although if you try loading up more than the station has available (such as rares) there's nothing to tell you it can't be done. You just click "Buy", the screen clicks and ..... nothing happens. That could catch a lot of noobs out ! You have to reduce the quantity you are purchasing to match the amount available.
 
... since you've taken the stance so powerfully that the best of the best in the PvP world are a bunch of incompetent fools who don't know how to fly or outfit their ships, I think it's only fair if I approach our debate with full honesty.
In all honesty you have gone off the deep end here. All I did was call when a single apparently very touchy guy made the bold and still unproven and unchecked (by you) claim that PD never really work and packhounds are unstopabble. And then I had the nerve to explain in some detail how PD can work better if you use place them strategically, don't fly erratically, and in any direction except towards the missiles, something which you could check for yourself in 5 minutes. I am so very sorry for assuming I know something from my 4+ years of digging through defensive mechanics that one of your PVP friends didn't appear to know. I have now offended every single PVP player with this observation. I must be a liar, there is no objective way to test this, right? Lol. You need video proof of me doing something you can check for yourself in a couple minutes?
 
Jason, let me put this in a way that even your economic heroine would agree with: you don't pay me enough to do your homework for you.
 
Not sure if this has been said/addressed. In PS4 the Market buy and sell screen, buying and selling products is so fast, it takes me 35 seconds to fill/empty my Cutter. Not the 5 seconds it takes in the Mission screen and the old Market
 
Another build and the rendition of the decals on the Asp Explorer changes once again.
Front decals now always face the same direction. Great for the ones that have letters/wording or are company/power symbols (and I have been reporting as broken, so small yay) but there are a few of the 'arty' ones that should mirror on the right side (viewing the ship) for asthetics.
And the right wing decal is still always mirroring, something that was newly broken in the last major release, it was reported and it still is broken. So for example the "FOUNDER" decal is rendering back-to-front on one side of the ship regardless of whether you use the normal or mirrored version. (Proving there is a decision being made on if to mirror or not - eg sharks teeth either side a plane nose)
Someone in the Art department needs to write a manual on how decals are MEANT to work and if any changes are made to the models, how they need to be tested - what decals should mirror and which should not & which ships/positions. This has been going on for YEARS now, since v1.x - I'm sorry but it's ridiculous... and I'm so sick to death of logging faults for this that I can't be bothered any more.

The new front screen UI is hideous as well sorry (why the pulsing rectangles and oversized blury fonts, nowhere else is like this) and the white "loading game" animation exiting when back to main menu isn't even central on the screen any more. (and doesn't make sense either, I'm not loading the game, I'm returning to the menu)

Stock-screen has another UI issue with the high-supply indcator on the right overlapping with the 'Description' heading until you navigate the list. Yes, it's attention to details like this that are lacking and look shoddy.
And whilst the new 'Help' button is a good idea, then having to navigate "Back" through 4 screens and not straight back to the stockmarket sceen isn't good.
Single +/- increments on commodities has always been horrible, still no buy-all/sell-all buttons or even being able to click on the value and type one in (PC I know but anyway). Others have pointed out the performance issues for large quantities.

Sort it out FD, it's constant silly stuff like this that all adds up to detract from whatever else effort has gone in. And I wont place the blame at QA either, these are dev/art issues. This stuff shouldnt be hitting qa to catch. :(
 
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When launching an SLF your npc crew has no audio and no text in the comms panel.
You only hear the comms clicking sound.
And I wasn't able to open the sensor panel in my Cutter, had to reboot the game to fix it.
 
Nah nah, yeah, I get it mate. No worries. Let me know if it ever comes up.
Sure. And for the record, I have changed my mind a little today, if it matters at all. I still think the drag munitions effect should never have been on Frag Cannons in the first place, since frag cannons really didn't need a direct buff. But at the very least, the boost-lockdown component probably should be removed from Drag Frags entirely, since it just makes it too darn easy to close the distance and keep it closed if you make even a single mistake (especially in 1 v 4). Alternatively, maybe a big damage/reload nerf is in order for the drag munitions experimental effect (a longer reload time and a smaller ammo clip size?). For missiles, which actually have hard counters, and can be disrupted in a number of ways, it's probably Ok to keep the boost lock on seeker missiles only. Maybe. But 10 to 15 seconds is barely long enough to regain the range required for missile defense to work adequately, especially if you're coming out of a snare and just trying to escape. So a longer cooldown might be in order. Just my initial thoughts.
 
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Alas, if we still lived in Roman times...

The salty profit yields of this mine alone would be great indeed :p

Edit: Thanks for the new stuff FDev, soldier on ;)
 
  • Added a new 'Flight Assistance' section to the Ship tab on the right hand panel. Here players can toggle various options on or off (if fitted with the correct modules):
    • Hyperspace Dethrottle (requires the Supercruise assist module. If switched on, throttle will automatically set to zero on entry to a new system)

Glad to see this bit of QOL back, surprising way of handling it. Giving the player this option is good.

Navigation Tab

That's a long list of more information you'ved packed into the Navigation Tab!

Pilot's Handbook

I dig it. The more immersive inclusion of training mode is neat too.

Commodity Market Interface

It shall be interesting to see how this holds up to how using third party sites has been historically up til now.

Fixed edge case that could cause the docking computer to not be able to successfully dock the ship

Yeah, so...what about those light posts? Have you taken a good look at helicopter pads and aircraft carriers IRL? Not a lightpost to be found within at least a hundred yards, barring emergency situations & parking lots. Could that maybe get addressed while we're worrying about successful docking?
 

Jenner

I wish I was English like my hero Tj.
Played a bit and I have to say - I really like the new market screens and the super cruise assist.

Ok, the buy/sell UI speed is terrible, but that's easily fixed, but the new market information is really nice.
 
The FSS just croaked on me. My settings are all ok. When I used the key to zoom in the system all hell broke loose. Screen went to blue snow. Exited ok and tried again. Same thing. Third time I was lucky. Weird.

UPDATE It seems to be fine now.
 
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Well I can confirm that the surface mapping bug that has been with us since 3.3 is still in play. Just mapped a system with one HMC world, one Rocky Ice world and three Ice worlds. The HMC and rocky/icy world mapped just fine but the following icy worlds all showed as having been completed even before I started slinging probes.

I can also say that my impressions of the new bug reporting system is that, it's designed to make it that much easier for Frontier to ignore our posts.

And apparently, the new forums have borked my sig pic. Sighs
 
Anyone have a copy of this document somewhere? It was a great guide to engineers, best choices, and specifically gave me some guidance as to what to shoot for and why, instead of me just wasting materials.

The author has gutted it because he's upset at how drag munitions work after this update, preventing you from boosting away.


If you have a copy of the guide, please post a link. I wish I had made a copy. Now I'm at Elvira Martuuk w/modules from all my ships and I don't have the info anymore ><
 
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